Writing Script Objects: Difference between revisions
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For a more complete example see '''script/tdm_location_settings.script'''. | For a more complete example see '''script/tdm_location_settings.script'''. | ||
=== Constructor === | |||
The constructor <tt>init()</tt> is called by the engine for each script object during the first frame after spawning the entity. You <tt>main()</tt> routine should therefore do '''<tt>sys.waitFrame()</tt> before accessing any script objects. | |||
Note that inherited script objects get <tt>init()</tt> called from all the classes they inherit from. So make sure that inherited classes do not do things twice in their constructors. | |||
=== Self === | |||
If you want to pass the script object to other functions, use '''<tt>self</tt>''': | |||
sys.remove(self); | |||
=== Inheritance === | |||
Script objects can inherit from other objects: | |||
<pre> | |||
object my_subclass : the_script_object_name_here | |||
{ | |||
/** | |||
* Define a new routine in addition to the inherited ones | |||
*/ | |||
void newUpdateLoop(); | |||
} | |||
void my_subclass::newUpdateLoop() | |||
{ | |||
sys.waitFrame(); | |||
updateLoop(); // call the inherited method | |||
} | |||
</pre> | |||
=== Accessing Methods === | |||
If your entity has a scriptobject, and you want to call a method on that script object from a variable, you need to use the right class name instead of plain '''entity''': | |||
<pre> | |||
entity my_ent = $my_entity; | |||
my_ent.updateLoop(); // error, normal entities don't have the script event | |||
the_script_object_name_here my_ent = $my_entity; | |||
my_ent.updateLoop(); // works | |||
$my_entity.updateLoop(); // also works | |||
</pre> | |||
=== Notes === | === Notes === | ||
Avoid method names that already exist in the C++ code. For instance "Restore()", "Save()", "Spawn()" etc. These all might cause unwanted side-effects or crashes. They also make it impossible to be called from the C++ code. | * Avoid method names that already exist in the C++ code. For instance "Restore()", "Save()", "Spawn()" etc. These all might cause unwanted side-effects or crashes. They also make it impossible to be called from the C++ code. | ||
* It is sensible to put your script object in its own file. | |||
{{infobox|Note: Make sure to include it from '''script/tdm_custom_scripts.script''', and '''not''' from your main map script. Otherwise savegames cannot be loaded!}} | |||
== Pre-made Script Objects == | == Pre-made Script Objects == |
Latest revision as of 11:19, 3 October 2014
Introduction
A script object is an object that is written in the idTech4 scripting language, and an be attached to arbitrary entities. Each entity can have only one script object.
Script objects can call script events, these provide access to functions provided by the C++ code. They also have access to the spawnargs of the entity they are attached to, other entities (and their spawnargs!), as well as global functions (like "sys.wait"), and CVARs.
An script object should have at least a definition, and one constructor. To prevent that inclusion of that script file defines the object twice, we also use "ifndef" and "define" to guard against this.
Writing your own Script Object
Here is an example:
#ifndef __NAME_HERE__ #define __NAME_HERE__ object the_script_object_name_here { /** * Define a float variable that the script code can access. The "m_" prefix * will remind us that this is a member: **/ float m_updatePeriod; /** * Define the constructor, will be called automatically _once_: */ void init(); /** * Optional: Define a routine that gets called when a savegame is loaded: */ void RestoreScriptObject(); /** * Optional: Define a routine that can work periodically. */ void updateLoop(); }; // now define the routines and their code void the_script_object_name_here::init() { // print out that we are constructed for debugging: sys.println ("the_script_object_name_here::init() called"); // initialize our member from a spanwarg from the entity this // script object is attached to: m_updatePeriod = getFloatKey( "update_period" ); // Done now. If you want to do some work be done periodically, // call it here once, and let it loop. updateLoop(); }; void the_script_object_name_here::RestoreScriptObject() { // print out that we are constructed for debugging: sys.println ("the_script_object_name_here::RestoreScriptObject() called"); // We have to do nothing by default, everything is already restored // but if your script object plays some sounds, you might want to // restart them here. } void the_script_object_name_here::updateLoop() { // endless loop while (1) { // do something here // then wait the wanted time, and do it again: wait( m_updatePeriod ); } } #endif // __NAME_HERE__
For a more complete example see script/tdm_location_settings.script.
Constructor
The constructor init() is called by the engine for each script object during the first frame after spawning the entity. You main() routine should therefore do sys.waitFrame() before accessing any script objects.
Note that inherited script objects get init() called from all the classes they inherit from. So make sure that inherited classes do not do things twice in their constructors.
Self
If you want to pass the script object to other functions, use self:
sys.remove(self);
Inheritance
Script objects can inherit from other objects:
object my_subclass : the_script_object_name_here { /** * Define a new routine in addition to the inherited ones */ void newUpdateLoop(); } void my_subclass::newUpdateLoop() { sys.waitFrame(); updateLoop(); // call the inherited method }
Accessing Methods
If your entity has a scriptobject, and you want to call a method on that script object from a variable, you need to use the right class name instead of plain entity:
entity my_ent = $my_entity; my_ent.updateLoop(); // error, normal entities don't have the script event the_script_object_name_here my_ent = $my_entity; my_ent.updateLoop(); // works $my_entity.updateLoop(); // also works
Notes
- Avoid method names that already exist in the C++ code. For instance "Restore()", "Save()", "Spawn()" etc. These all might cause unwanted side-effects or crashes. They also make it impossible to be called from the C++ code.
- It is sensible to put your script object in its own file.
Pre-made Script Objects
TDM already contains some useful script objects that you can attach to entities, see Script objects for a list.